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27 results on '"GAMIFICATION"'

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1. Collaborative Creativity among Undergraduate Students as Game Creators during Gamification in a University-Wide Elective Course

2. Proceedings of International Conference on Academic Studies in Technology and Education (ICASTE2023) (Antalya, Turkey, November 16-19, 2023)

3. Proceedings of International Conference on Research in Education and Science (ICRES) (Cappadocia, Turkey, May 18-21, 2023). Volume 1

4. Proceedings of International Conference on Studies in Education and Social Sciences (Antalya, Turkey, October 20-23, 2023). Volume 1

5. Gamified Virtual Labs: Shifting From Physical Environments For Low-Risk Interactive Learning

6. Would Gamification Affect High and Low Achievers Differently? A Study on the Moderating Effects of Academic Achievement Level

7. Investigating Factors That Affect the Continuance Use Intention among the Higher Education Institutions' Learners towards a Gamified M-Learning Application

8. Practices, Purposes and Challenges in Integrating Gamification Using Technology: A Mixed-Methods Study on University Academics

9. Game-Based Learning: Current Practices and Perceptions of Secondary School Physics Teachers in Malaysia.

10. Enhancing tuberculosis treatment adherence and motivation through gamified real-time mobile app utilization: a single-arm intervention study.

11. Practices, purposes and challenges in integrating gamification using technology: A mixed-methods study on university academics.

12. A Model Framework for the Implementation of Gamification in Arabic Teaching in Malaysia.

13. Gamification in higher education: A study of the student's interest, motivation, and acceptance of gamification as a method of teaching welding technology.

14. CHALLENGES AND GENDER DIFFERENCES IN IMPLEMENTING GAMIFICATION APPROACH AMONG VOCATIONAL COLLEGE LECTURERS IN MALAYSIA.

15. TESL Trainee Teachers’ Perceptions Toward Implementing Blooket in the Online English Language Teaching and Learning Process.

16. An Integrated Model for Evaluating the Sustainability of Gamified Mobile Health Apps: An Instrument Development and Validation.

17. INVESTIGATING FACTORS THAT AFFECT THE CONTINUANCE USE INTENTION AMONG THE HIGHER EDUCATION INSTITUTIONS' LEARNERS TOWARDS A GAMIFIED M-LEARNING APPLICATION.

18. A Gamified Real-time Video Observed Therapies (GRVOTS) Mobile App via the Modified Nominal Group Technique: Development and Validation Study.

19. Examining Factors That Influence the Use of 3D Gamification in E-Learning in Higher Education.

20. Effects of Gamified Learning on Students of Different Player Traits in Malaysia.

21. Developing an Interactive University Orientation App: Potential Users' Feedback.

22. Question banks: credit? Or debit? A qualitative exploration of their use among medical students.

23. Gamification: A Tool To Enhance Employee Engagement And Performance.

24. Towards a Cashless Society: The Effects of Perceived Convenience and Security on Gamified Mobile Payment Platform Adoption.

25. A GLOBAL ZAKĀT GAME: APPLICATION OF TECHNOLOGY IN TEACHING AND LEARNING FOR GLOBAL PEACE AGENDA.

26. Using Kahoot! as a formative assessment tool in medical education: a phenomenological study.

27. Gamification, a Successful Method to Foster Leptospirosis Knowledge among University Students: A Pilot Study.

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